#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 texCoor;
out vec2 v_texCoor;
uniform mat4 u_MVP;


void main()
{
	gl_Position = u_MVP*vec4(aPos.x, aPos.y, aPos.z, 1.0);
	v_texCoor=texCoor;
}